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Merge pull request #1123 from Unity-Technologies/Branch_FixNonFullScreenWireframe

Fixed an issue when using wireframe without a full screen render targ…
/main
GitHub 7 年前
当前提交
b9ca6b50
共有 1 个文件被更改,包括 20 次插入6 次删除
  1. 26
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs

26
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs


return Matrix4x4.Transpose(worldToViewMatrix.transpose * viewSpaceRasterTransform);
}
private static void SetViewportAndClear(CommandBuffer cmd, HDCamera camera, RTHandle buffer, ClearFlag clearFlag, Color clearColor)
{
// Clearing a partial viewport currently does not go through the hardware clear.
// Instead it goes through a quad rendered with a specific shader.
// When enabling wireframe mode in the scene view, unfortunately it overrides this shader thus breaking every clears.
// That's why in the editor we don't set the viewport before clearing (it's set to full screen by the previous SetRenderTarget) but AFTER so that we benefit from un-bugged hardware clear.
// We consider that the small loss in performance is acceptable in the editor.
// A refactor of wireframe is needed before we can fix this properly (with not doing anything!)
#if !UNITY_EDITOR
SetViewport(cmd, camera, buffer);
#endif
CoreUtils.ClearRenderTarget(cmd, clearFlag, clearColor);
#if UNITY_EDITOR
SetViewport(cmd, camera, buffer);
#endif
}
SetViewport(cmd, camera, buffer);
CoreUtils.ClearRenderTarget(cmd, clearFlag, clearColor);
SetViewportAndClear(cmd, camera, buffer, clearFlag, clearColor);
}
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)

public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer, RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
{
CoreUtils.SetRenderTarget(cmd, colorBuffer, depthBuffer, miplevel, cubemapFace, depthSlice);
SetViewport(cmd, camera, colorBuffer);
CoreUtils.ClearRenderTarget(cmd, clearFlag, clearColor);
SetViewportAndClear(cmd, camera, colorBuffer, clearFlag, clearColor);
}
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer)

public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer, ClearFlag clearFlag = ClearFlag.None)
{
CoreUtils.SetRenderTarget(cmd, colorBuffers, depthBuffer); // Don't clear here, viewport needs to be set before we do.
SetViewport(cmd, camera, depthBuffer);
CoreUtils.ClearRenderTarget(cmd, clearFlag, CoreUtils.clearColorAllBlack);
SetViewportAndClear(cmd, camera, depthBuffer, clearFlag, CoreUtils.clearColorAllBlack);
}
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor)

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